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Zaldir

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Everything posted by Zaldir

  1. Check out Druid Gameworks' first video Dev Blog! http://youtu.be/SJH1clSiljE

  2. Valve is slowly moving into Linux, so you should also expect to see more games on Linux in the future. But yeah, for now, I would use two partitions/drives; one for working(Linux), the other for gaming(XP/Win7/Win 8.1).
  3. Zaldir

    Hi

    Hello Shinny, Welcome to TESA! Here, have a or two . Sorry, I ate the third .
  4. What you can do, is to create a new Race for your NPC. This way, the NPC will only speak the dialogue that is made for that race (as long as you do not associate that race with another race's voice - this is done/undone in the Race window).
  5. Hey guys, I am trying to get some very simple mannequins in a player home I am working on, but I can't seem to get it working. All I want it to do (currently), is to let the player add the equipment that the Mannequin should wear. The way I am doing this is to have an activator, that when activated, opens the inventory of a chest, where the player puts the equipment. Then, the equipment is transferred to the Mannequin (NPC), removed from the chest, then equipped by the Mannequin. Currently, the script looks like this: SCN KR3MannequinScript Ref Mannequin Ref MannequinCont Ref InvObj Short InvPos Short State Float fQuestDelayTime begin GameMode Set fQuestDelayTime to .01 Set Mannequin to MannequinCont.GetParentRef If (State == 0) Message "State 0" Set State to 1 MannequinCont.Activate player ElseIf (State == 1) Message "State 1" Mannequin.SetDestroyed 0 Mannequin.SetGhost 0 Mannequin.PlayGroup Idle 1 Mannequin.sms EffectStone Message "Humanized" Set InvPos to MannequinCont.GetNumItems While (InvPos > 0) Message "Adding items..." Set InvPos to (InvPos - 1) Set InvObj to (MannequinCont.GetInventoryObject InvPos) Mannequin.AddItem InvObj 1 Mannequin.EquipItem InvObj Mannequincont.RemoveItem InvObj 1 Loop If (InvPos == 0) Message "Setting State 2" Set State to 2 EndIf ElseIf (State == 2) Message "State 2" StopQuest KR3MannequinQuest EndIf End The Message lines are just for me to tell where in the script it is currently at when testing. Now, the problem is that the script never gets past the <Message "Humanized"> line, which means there is something wrong with the <Set InvPos to MannequinCont.GetNumItems> line. I am not well versed with OBSE functions, so I am wondering if someone could shed some light on this matter? Thanks! Edit: The Quest itself is triggered by this script: SCN KR3MannequinActivationScript Ref MannequinCont Begin OnActivate If (GetActionRef == Player) If (GetQuestRunning KR3MannequinQuest == 0) Set MannequinCont to GetParentRef Set KR3MannequinQuest.MannequinCont to MannequinCont StartQuest KR3MannequinQuest Set KR3MannequinQuest.State to 0 EndIf EndIf End
  6. Merry Christmas allies!

    1. Show previous comments  1 more
    2. Tamira

      Tamira

      Merry Christmas to you!

    3. grond

      grond

      Merry Christmas Zaldir!

    4. Beana

      Beana

      Merry Christmas to you!

  7. Stage 1: "Follow the quest marker", Stage 2: "Follow the second quest marker", Stage 3: "Now, follow the third, and perhaps the final quest marker", Stage 4: "Oh, there was another one - follow the quest marker!" ...Quest markers have now been removed from Kvatch Rebuilt... feels good - looking forward to releasing that version. ;D
  8. Hm, maybe I should just remove the quest markers in the final Kvatch Rebuilt version... It is actually quite fun when you get people begging for help because a quest marker points to a place a few meters away from where they are supposed to be, and they simply can not find it. ... oh people...
  9. Check out DeltaStrium, a newly started Mod and Game Developer @ DeltaStrium.com !

    1. grond

      grond

      Bookmarked - nice place!

  10. Yeah, the market has definitely changed (and in some, if not most aspects, for the worse), and of course developers will change with it. The developers makes what most people would want to play. Based on posts around the web about people trying Morrowind after Oblivion/Skyrim, it seems to point towards the fact that our perception of what makes a great game is different than the "majority", although if Bethesda were to make a game with the depth and complexity of Morrowind, but with more up-to-date graphics and combat, I think that would change. Then again, almost everyone who played Morrowind before Oblivion/Skyrim thinks Morrowind is the best of the three, so... I don't know what to take from this. And when one of the biggest complaints about Morrowind from people who played it after Oblivion/Skyrim is that there are no Quest Markers, Lanceor couldn't be more right... "Unfortunately, Skyrim and to a lesser extent Oblivion were dumbed down to make it easy for those who don't have a brain and aren't willing to experiment. Those of us who wish use our heads to unravel mysteries get left out in the cold."
  11. Both the animated and non-animated versions works perfectly fine for me. Just downloaded and placed in the "video" folder. I am running MGE XE, so there is a possibility that you might need it for both versions.
  12. Well, it does actually say that if you're using the non-animated one you do not need MGE. "(A non-animated version is also included for non-MGE users.)" I'll give it a go to see if it works for me, and then I'll come back to you.
  13. I'm still playing Morrowind, as I have been on and off since 2003, and I still find new things - new dungeons (there's sooo many of them!) and even some new NPCs standing about. So, yes, it is a great game! And it has so many awesome mods that are still being developed! I really wish Bethesda would go back to creating complex games like Morrowind again... If TESO becomes a success, they no longer have to think that much about money, so then they could make more complex games, right..? no..? Now, the UESP might be an important resource when playing Morrowind, and I don't think anyone have done everything there is to do without ever looking at a page on UESP... But I just want to say, do not use it unless absolutely necessary! One of the (many) charms of Morrowind is that there are no quest markers, and all you base the quest location on is what the NPC giving you the quest said about it, or if you investigate a bit, what another NPC said about it.
  14. Working on Kvatch Rebuilt 2.5 - This is going to be good! :D

  15. haha, okay! Well, you are free to take from my file albums if you go with modded.
  16. May I ask what kind of images you are looking for? Only vanilla TES images, or mod images and such as well? (Would be awesome to have images from various great mods in a skin!)
  17. Version 2.1.2

    2,319 downloads

    Kvatch Rebuilt aims to rebuild the city of Kvatch from the ashes in which you find it, whilst blending as seamlessly as possible with the original game. The rebuilding takes place in several stages, from the clearing of the rubble to the city restored to it's former glory. Along the way you'll find a variety of quests that introduce new locations, new characters, new armour and of course the rebuilt city to explore. You'll also have the opportunity to become the Count (or Countess!) of Kvatch, depending on how you play through bits of the mod. The complete city also features a brand new arena, where you can entertain or be entertained. It's a bit different to the arena in the Imperial City though to keep things more interesting. The Expansion will let you explore the ruins of old Kvatch, and even the ruins beneath that! Unique Landscapes - Cheydinhal Falls Patch Werewolves - Legends of the North Patch Frostcrag Reborn Patch Frostcrag (Vanilla) Patch TGND2 Kvatch Rebuilt Replacer German Translation Russian Translation Spanish Translation French Translation Make sure you have Shivering Isles with the latest official patch and the latest version of OBSE installed. Extract all archive content to your Oblivion Data folder. Then activate BOTH 'Kvatch Rebuilt.esp and 'Kvatch Rebuilt.esm' in your Oblivion launcher of choice. If you are using OOO, install the OOO Compatibility patch, and if using FCOM, install the FCOM Leveled guards patch (note that these have not yet been fully tested as of yet). These compatibility plugins should be loaded after both Kvatch Rebuilt and the associated mod(s). The mod should kick in automatically once you have completed the 'The Battle for Castle Kvatch' quest, regardless if you have already done it long before, or are just starting out. You should notice the camp move into the city and after about a week a messenger should find you. Due to the way Kvatch Rebuilt handles certain things, it is recommended you follow the uninstall path below, rather than just deactivating the plug-ins (Especially after the quest 'Blood on the Road'). In game, go somewhere well away from Kvatch and not in any Kvatch Rebuilt locations. Open up the console (The key to the left of the '1' key) and enter the following: SetStage KRUninstall 10 A message should appear asking you to save and exit. Do so, then deactivate BOTH the Kvatch Rebuilt esp and esm plug-ins. Restart Oblivion and load the save you made. Answer yes to the prompt about plug-ins having been removed. Once the game is loaded save again. That's it! If you are using a mod that alters the ID's of certain common creatures (e.g.. OOO), when you are required to gather souls in 'A Sanguine Howl', the spell will not recognize the added creatures. Therefore Kvatch Rebuilt has extra specific spawns for the necessary creatures that will be enabled. They can be found near places that you will have visited during the Kvatch Rebuilt quest line already (Might be hard to spot). It is obviously not best advised to run any of the other Kvatch overhaul mods (e.g. Kvatch Aftermath) alongside Kvatch Rebuilt. However, to switch from one to another it is recommended to make a save somewhere away from Kvatch, deactivate the other Kvatch mod, load you save game, re-save, exit again, activate your desired kvatch overhaul and load up your save. From the distance Kvatch may well still look burnt, even when the rebuild is complete. This can be fixed by updating the LOD through TES4LodGen. The ground is still burnt around the city. This is due to a limitation in the game engine. It is advisable to load Kvatch Rebuilt after OOO/FCOM and (Open-) Better Cities. Not every piece of dialogue has voice over, but the characters from the Underground Expansion do. Kvatch Rebuilt is designed in such a way that it should be possible to play through its quests with or without quest markers. If you wish to disable the quest markers, enter the console (The key to the left of the '1' key) and enter: Set KRPrelim.KRQuestMarkers to 0 To enable them again just change the 0 to a 1. You can contact me through E-Mail (found in ReadMe), on NexusMods (as Zaldiir) or on any of the following websites/forums (as Zaldir): Bethsoft Forums, Dark Creations, Great House Fliggerty, TES Alliance, Planet Elder Scrolls
  18. I'm probably a bit biased, but I'd say NMM. I simply don't like going through Steam to do anything - I try to avoid it as best I can, so it is enough that I need it open to launch the game. And besides, for Workshop to update my mods, I must open the Skyrim launcher, but I use SKSE, so I don't launch Skyrim through the launcher, but NMM has a SKSE launcher built-in, so it is an obvious choice when installing the "simple" mods. However, for the more complex mods, I always do it manually. And I also like the fact that if you install a mod with NMM, then install another mod that overwrites files from the first, then, after overwriting and running the game, you decide that the older files (say, textures...) were better, you can just uninstall the newest one, and NMM will automatically place the files from the old mod back into your data folder. I generally don't like automation, but in this case, it seems to be doing good.
  19. Awesome as always, Meo! Can't wait to start using those resources in whatever mods I'll be making. ;D
  20. Version 1.1

    71 downloads

    The Isle of Stroti Version 1.1 By Zaldir Description This mod is a tribute to the great modeller/texturer Stroti! It adds a little island, named The Isle of Stroti, which is in it's own worldspace. It got a quest, which you can start in Anvil, at the Count's Arms. I have tried to get as many of Stroti's resources in it (all that fitted for this mod.) The island has been raided by Pirates, and you have to defeat them! And when you have done so, you will become the lord of the island, and the manor can be used as a player home. Install Extract all content to your data folder. Uninstall Delete 'Stroti Tribute.esp' from your Data Folder. Do not delete any of the resources, as most likely, another mod is also using Stroti's resources. Credits Stroti: All Resources!
  21. Version 2.6.1

    50 downloads

    Benirus Manor Remade Version 2.6.1 By Zaldir Description This mod fixes the Benirus Manor garden to look a little nicer, by adding flowers, fixing the walls, and so on. It also fixes up the inside of the manor by changing the lighting to make it less creepy. And the basement has also gone through a change with some lighting altering and removal of the ugly stuff. Install Extract all content to your data folder. Uninstall Delete "Benirus Manor Remade.esp" from your Data folder. Incompatibility Open Cities - Since the cells is changed in OC, this just won't work together. Credits Egger3rd for Voice acting Vorians for the Patches
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